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Mario's Strange Quest
Forum Index - SMW Hacking - SMW Hack Discussion - Full Hack Releases - Mario's Strange Quest
Pages: « 1 2 3 »
To answer your question, I am on hold of Mario hack lps for a while, because I want to do a ps2 playthrough of a game, Not quiting it.
I am still trying to figure out about zsnes + hypercam 2= sir lag a lot!
I have been playing Minecraft too much latly too! I am sort of not Hacking smw for a bit because I have lost my thoughts and ideas, I should have something soon! :)
Thanks for letting me know, Corruptendo. I'll be patiently waiting for the next part in your Let's Play.

Also, I saw a video of someone playing MSQ and I noticed that he triggered the glitch in Lemmy's Dungeon that GravityxHammah mentioned before in the other MSQ thread. It turns out that if you hit the question mark blocks at the beginning of the level, then stand on top of them, it activates the Creating/Eating platform. Fortunately, there isn't much reason to stand on top of those blocks at the beginning, so it's avoidable. Still, if I decide to submit an updated version of this hack, I'll attempt to fix all the currently known glitches in the game (so far, I know of 9 things that need fixing, most of which are minor errors).

Edit: I just noticed that all four of the graphics files I submitted during C3 have passed moderation. Awesome! If anyone wants to download any of the custom graphics I drew for this hack, click here to go to the C3 thread where I showed off the graphics (and provided links to them). Also, if anyone uses these graphics, credit would be nice, but it's not required.
Last edited on 2011-06-09 09:42:13 AM by yoshifanatic.
You know, I've decided on something. Every once in a while, I will discuss various aspects of MSQ for those that are interested. I'll mainly discuss things that others likely would otherwise never know about. In other words, I'll talk about stuff that (for the most part) can't be seen while playing the hack. To start off, I'll discuss beta elements.

While making MSQ, I came up with a lot of ideas, and while I was able to implement most of them, there were others I wasn't able to for one reason or another.(I'll discuss these unused ideas later). Some of the ideas I had were only partially implemented, which is what I'm going to talk about. These elements can't be seen while playing the game, but most can be if MSQ is opened in Lunar Magic. Here is a list of as many beta elements as I could find in the ROM (Note: Elements from the original SMW that I didn't use don't count):

- If the player goes to level 11E in Lunar Magic, they will see a few screens of a level called "Yoshi Pass", which is in itself, an unused idea. The level technically is beatable, since I put a goal tape in there, but only if the player has a cape, since I didn't finish this level. Also, the message block contains a message, which is: "This island is full of things that Yoshi can interact with. This place changes when you have Yoshi with you."

- Here is a list of unused messages that are in the ROM:
1. "This island is full of things that Yoshi can interact with. This place changes when you have Yoshi with you." (For use in the beta level Yoshi Pass)
2. "Yay! Yoshi is free! Hey, can we go to Scoopa Koopa? Yoshi has been craving Egg Scoopa Koopas lately." (This was going to be Yoshi's message when you free him).
3. "Player- Hmmm. This cave smells pretty good! It does give me a strange feeling inside, though." (The message that used to appear at the start of Caffeinated Cave to indirectly explain why Mario's fireballs were the same color as the coffee pools).
4. "This secret exit is closed until further notice." (The message from Super Koopa Plains that appeared in v1.4).
5. " The barrel cannons are quite strong. Do not shoot yourself directly towards the vine. You will have a hard time grabbing onto the vine." (This was an unused message in Mt. Mushroom Ascent to provide a tip during the unused burning vine section).
6. "Also, the factory is closed for now due to some employees dying
from the deadly hair gel. (End of Demo) -Roy" (Yep, the end of demo message from v1.5 is still in the ROM).
7. "A fatal error has occured. The ground in this area has been infected with the cheeseburger virus, making it deadly to touch." (This was the original message that played near the beginning of Glitchy Forest before I changed it to the current one).
8. "Hey, hey, HEY! The path up ahead is under construction Mario! Yoshi suggests you go back!" (The old message of the red Yoshi that blocked the path that served as an end of demo message in v1.4).

- Here is a list of unused level names that are in the ROM:
1. Test Level (level 9)
2. Yoshi Pass (Level 11E)
3. Yoshi Cavern Part 2 (Level 134)

- Level 9 in Lunar Magic is where I tested out certain things, like custom music and areas from other levels. There is a level tile on the overworld that leads to this level, but it's on an unused submap. Speaking of which...

- The Star Road submap is unused, which is kind of ironic, since I used that submap in v1.0-v1.3. All it is is a flat, featureless area with a glitched sprite in it and a plain white sky.

- There are a bunch of unused custom sprites in the ROM: Phanto, left/right thwomps, three kinds of tweeters, giant spiny, splunkins, Custom Iggy boss, minecart, and an HDMA generator.

- There are several unused ExGFX files, but I'm not sure which ones are unused, since I used a lot of ExGFX files.

- Level 61 in Lunar Magic is the unused burning rope section for Mt. Mushroom Ascent. I couldn't implement this, since I had trouble designing this section so that the player would be forced to leave the vine at certain points.

- Level 188 in Lunar Magic an unused error message room. Only part of the message was implemented, though. Here's the full message (the part enclosed in brackets is what I implemented): "[Error! A slime draws near! Press up to] fight it, even though this game lacks a battle system."

That's all the beta elements I could find.
Today, I decided to do a quick search on Mario's Strange Quest videos, and I found quite a few LPs of this hack. If anyone is interested in watching them, I'm going to link to the first video of each LP, and note which version is being LPed and whether or not it is finished.

- Azentiger's LP of V1.0 (3 parts)
- Azentiger's LP of V1.4 (5 parts)
- OneManArmyLP's LP of V1.5 (10 parts)
- Patrickwithk's LP of V1.5 (6 parts)
- slaughterbrother2's LP of V1.6 (incomplete) (currently at 3 parts)
- SpikyRatX's LP of V1.6 (17 parts)
- newfiebangaa's LP of V1.6 (13 parts)
- AntRocksO7's LP of V1.6 (incomplete) (11 parts)
- Axe0316's LP of V1.6 (17 parts)
- Skytrooper95's LP of V1.6 (incomplete) (currently at 6 parts)
- TheRealNinjaBoy's LP of V1.6 (23 parts)
- gamercal101's Co-op LP of V1.6 (21 parts)
- pete6777's LP of V1.6 (20 parts)
- UltraDragonYoshi's LP of V1.6 (incomplete) (currently at 4 parts)
- TylorTheHedgehog's LP of V1.6 (incomplete) (currently at 1 part)
- lionman198's LP of V1.6 (incomplete) (26 parts)
- Sketchie00's LP of V1.6 (79 parts)
- RyuLetsPlay's LP of V1.2 (incomplete) (currently at 2 parts)
- TwoToneYoshi's LP of V1.6 (incomplete) (currently at 2 parts)
- SSBrocker's LP of V1.6 (16 parts)
- superwiidude's LP of V1.6 (incomplete) (currently at 20 parts)

Notes:
- If anyone wants to do an LP of MSQ (or any of my hacks for that matter), go right ahead. No need to ask for permission.
- The current version of MSQ is V1.6. The LPs of older versions are listed here for entertainment purposes.
- V1.1-V1.3 never got an LP. These versions weren't much different from V1.0 (aside from V1.1, which was unplayable, unless you changed Mario's starting position with Lunar Magic).
- V1.0-V1.4 of MSQ was called Super Mario World Custom 2 before I changed the name in V1.5 and V1.6. Don't get confused by the hack name in both of the LPs Azentiger did.
- Any LP that says (incomplete), but doesn't say "currently at" before the number of parts means that the LP doesn't show all the levels.
- OneManArmyLP's LP isn't in English (aside from when he reads the message box text). Likewise, RyuLetsPlay's and SSBrocker's LPs are in German.
- AntRocksO7's LP of MSQ suffers from severe audio problems (not only is there audio lag, but it is also too quiet. I had to have my computer's speakers turned up all the way just so I could hear it). This is currently the worst LP of this hack, so I don't recommend watching it.
- Gamercal101 is the first LPer to use the Two Player mode in MSQ (he co-oped the game with Kibatu). Also, the parts in his LP are longer than in any other LP (a half hour or more!)
- UltraDragonYoshi's LP has no commentary.
- Sketchie00's LP has no commentary, and it's structured the same way as his YSQ LP. Also, the reason his LP is longer than anyone else's is because he only shows one exit per video (one shows two exits). Useful if you only want to see a specific level being played.

Anyway, before today, I didn't notice that GoldenSonic15 (SpikyRatX) was doing an LP on MSQ. Thanks for doing an LP.

Edit: Every time I find a new LP of MSQ or notice a new part in one of the existing LPs, I'll update this post.
Last edited on 2012-06-15 07:46:07 AM by yoshifanatic.
Meh, I probably would've posted it here, but I kinda forgot... Not that I'm particularly proud of my LPs, I just started back up again because I needed something to do. #w{:s}

Videos should probably resume around Sunday or Monday, I've been on vacation the last few weeks.

Edit: I just felt like pointing out I do plan on finishing this (hopefully), unlike with most of my past LPs.
Last edited on 2011-07-08 09:31:14 PM by GoldenSonic15.
It's been a while since I last did this, so I'm now going to talk about something else about MSQ. This time I'm going to discuss unused ideas.

While making MSQ I came up with a bunch of ideas to use. While I implemented most of them, there are some that I wasn't able to implement for one reason or another. Some of these ideas may find there way into YSQ, though.

- One of the ideas I had early on for MSQ was for a world called Key Island, where, instead of simply reaching the goal, you are required to find a key and bring it to a keyhole in order to proceed in the levels in this world.
- I came up with more error messages than I implemented.
- One unused level idea I had was for a level called "Dark Forest". Basically, it was a forest level with a spotlight.
- Another unused level idea I had was for a level called "Rollercoaster Ride". I did implement something like this in MSQ, but that was part of another level and not it's own level.
- Yet another unused idea was for a level called "Moleville", which would have had a gimmick based around Monty moles.
- I had several ideas for the boss of ???'s House. At one point, I decided to name the boss after one of my favorite hacks.
- At one point, I was planning on putting a picture of Turtwig in Yoshi's house (the one in Larry's Fortress). Why? Because "Turtwig" is one of my personal memes.
- I had an idea for a level, where the player would require Yoshi's ability to eat in order to get past certain obstacles (like he would have to eat berries that look and act exactly like cement blocks. I can only image what that would do to a Yoshi's stomach...)
- Very early on (before I even joined SMWC), I planned on making a level with glitched graphics. Yeah, not one of my better ideas...
- I planned on changing the text that appears after the player beats Bowser, but I couldn't figure out how to change it at the time. I was going to have Peach complain that Mario/Luigi needed a shower (why would she complain to them about that? Well, Mario/Luigi did flush themselves done a toilet at one point in their journey and didn't shower afterwards...), as well as thank them for saving her.

That's all the unused ideas I can remember right now. I'll add in more if I remember any more.

Also, I noticed today that MSQ has been downloaded over 1,000 times! Awesome! :D Don't forget to rate it (or I should say review it, since ratings are down right now).
My LP of this is finished, by the way. Took 17 parts, geez. Wanted to mention because the list's a few parts behind on mine, meh. Also I assume I didn't miss anything big other then Beanbean Cave... And the puzzle path in Bowser's Castle. That was just awful (especially considering this is coming from somebody who found out the ghost house leading to the special world in Vip5 ON HIS OWN), I'm definitely not going back to that. >.<
Last edited on 2011-08-13 11:26:33 AM by GoldenSonic15.
Ok, GoldenSonic15. I've been away visiting my grandma this past week, so I haven't been able to see the other parts of your LP (or work on YSQ or anything else that requires my computer). I will watch the rest of the parts in your LP and update the post with the links to the LPs. I also will watch the LP Axe0316 did that I just noticed today.

Also, due to a change in plans this weekend, this is the first time my brother gets to see and play MSQ. I wonder how much he'll like it, especially since we both have a similar sense of humor (for example, he finds most of my personal memes funny, especially since we both came up with some of them). Since he isn't a user here, if he decides to write a review on it or something similar, I will post it here. He indirectly helped me with this hack by providing ideas for some things, so it would be interesting to hear what he thinks of this hack.

Edit: My brother wasn't able to get very far in MSQ before he had to leave, especially since he had trouble with the controls (I learned how to play SNES games left handed using my keyboard, despite being right handed. He has not learned how to play like that, and he still had trouble even when I changed the controls). He did enjoy what he did get to see, though.

Another Edit: I forgot to mention in the previous edit, but I finished watching the rest of GoldenSonic15's LP (and all the parts of Axe0316's LP that he has uploaded currently). GoldenSonic15, you didn't miss anything major, besides what you mentioned (and a few bonus rooms). I can understand not wanting to do Beanbean Cave and the puzzle path, since Beanbean Cave can be really tough if you don't know how to do it, and the puzzle path contains a puzzle much more complex than the other puzzles in MSQ combined and it has a couple of places that can screw the player over without the player realizing it. As for the bonus rooms you missed, most of them were in pipes that Mario comes out of (for example, watch my video "Beanbean Cave Completed" to see an example of this). Anyway, nice LP of MSQ, GoldenSonic15.
Last edited on 2011-08-16 12:03:23 PM by yoshifanatic.
It's been almost a month since last time I did it, so I'm going to talk about something else with MSQ. This month, I'm going to talk about the instances of fake bad design.

You know how a lot of joke hacks tend to be like Chaos Complex? How they usually use humor as an excuse for the bad design? MSQ does something similar, but instead of intentionally breaking the hack submission guidelines just to be funny, I made it look like I was breaking the hack submission guidelines, but without actually breaking them, to be funny (at times) or when making gimmicks for levels. These are the instances where I faked bad design or made a joke about it (To prevent spoilers in case the person reading this hasn't played MSQ yet, I will blacken the text within the parenthesis. Highlight it to see it):

- Unreasonable Bonus Rooms (In Mushroom Pass, one of the pipes takes Mario to a bonus room that contains exactly 530 3-up moons. Of course, I made these moons pass through, so Mario can't pick them up, and added a message, where Mario complains about this.)
- Errors (The error message rooms. There are exactly 22 that the player can find throughout MSQ. Can you find them all? Also, the error message about the Cheeseburger Virus that appears in Glitchy Forest falls under this, though this message doesn't count towards the 22 error message rooms.)
- Message Boxes in a Layer 3 Level (The broken message block in Tidal Trouble. If this message wasn't broken, then it would probably tell the player that they are an idiot for hitting this block, since the level would become impossible to win, since the tide would disappear.)
- Glitchy Levels (Glitchy Forest. The gimmick revolves around a fake glitch where the grass suddenly starts acting like lava due to a glitch.)
- Glitched Graphics (The Red Buzzy Beetles in Barrel Mine. For those that don't know, Red Buzzy Beetles are usually Spinies that, when used with the Cave Tileset, they appear as Red Buzzy Beetles. The Red Buzzy Beetles in Barrel Mine, however, are Buzzy Beetles I colored red. )
- Stuck Forever Situations (The trap Iggy set in Lava Cavern. Luckily, he forgot to fix the right pipe after testing this trap, so Mario is able to escape. The boss fight against Big Boo in 8- Bit Forest also counts, since it looks like there isn't enough things to hit it with, but there actually is.)
- Blatant Level Edits (World 1-1 looks like a remake of SMB level 1-1 at first, but only the first two screens are from SMB 1-1. The level "Soda Lake" also might count, in that there was a level called Soda Lake in the original SMW, though both levels are completely different.)
- Kaizo Traps (There are four examples of this. One, at the end of Invisible Pass, there are gold coins behind the goal, indicating that you would need a P-Switch, so that Mario doesn't die after the goal. However, when you take this level's gimmick into account, in that gold coins = invisible block above it... you'll figure it out. Two, the classic invisible coin block trap in Evil Muncher Plains. Good thing Lemmy forgot to remove the invisible note blocks while testing this trap, though. Three, the death pipe in Milk Road. This pipe takes you to a room with the floor covered in Milk cartons. Given the level's gimmick, the player would understandably be mad about this, until they realize that those milk cartons contain regular milk in them. Fourth, the end of Soda Lake. There are coins after the goal, indicating that the player would need a P-Switch. However, having the P-Switch or not determines whether you trigger the normal or secret exit instead of whether you die or live. Also, there is a real death pipe in MSQ that will kill Mario if he enters it, however, you can't enter it unless you open the hack in Lunar Magic and remove the invisible coin blocks that seal it off.)
- Floating Muncher (There is no actual floating muncher in MSQ, but there is one mentioned in text only. Somewhere in MSQ, it says that a floating muncher has infiltrated the hack, and that pressing a certain button will destroy it.)
- Unfair Boss Fight ( The battle with the Big Boo in 8-Bit Forest. It looks like you can't beat this boss, but there is a way to beat him.)
- Glitch Abuse (To find the secret exit of 8-Bit Forest, you can either go over the top of the level in the underground section, or you could jump into the wall above the exit pipe (which part of it isn't solid). It's sort of like the minus world glitch in SMB, since the pipes in the "Warp Zone" take you to an underwater section.)
- Incompatibility with SNES emulators/SNES (One of the error message rooms says that this game can only be played on an N64. )
- Game Freezing/Crashing (One of the error message rooms tells the player that the game froze, and gives the option to warm up the game to unfreeze it.)
- Excessive Power-ups/Extra Lives (The gimmick of Temptation Woods, where trying to collect any of the coins, moons, or 1-up mushrooms results in death.)
- Levels that are too short (Both Wacky World and Peaceful Grove are a lot longer than they appear.)

That's all the instances of fake bad design that I can remember. Remember, you will need to read what I wrote within the parenthesis to see what I meant about each one of the listed things. Do not give me comments complaining about all these "flaws" I left in that I need to fix, when they are not even flaws. Of course, if you find a real glitch/flaw in MSQ (which are not mentioned in this post), you should tell me.
Last edited on 2011-09-27 12:32:45 PM by yoshifanatic.
Hey guys, I thought about something. Sometime after I finish YSQ, I think I will go back to MSQ and make a new version (V1.7). Now, I know I said before that V1.6 would be the final version, but I'm thinking that I could improve upon it a little and make it better, especially since I've gotten a little better at SMW hacking since I finished MSQ 5 months ago. V1.7 won't simply be V1.6 with several bug fixes; I plan on adding some additional content to the hack as a bonus (like finishing the beta levels and making them accessible). Of course, most of this bonus content will be off to the side, so that it doesn't change the majority of the game (that way, the LPs of V1.6 would still be relevant. Of course, it's up to the LPers who did an LP of V1.6 if they want to make a new LP for V1.7, make an extra video for their existing LP showing the new levels, or don't do either of these things). More specifically, this is what I'm going to do:

- Fix most of the known glitches in MSQ (I will list them later).
- Improve the level design of some levels and make minor adjustments to a few others.
- Make use of some of the beta elements.
- Change the message displayed when you beat Bowser (that is, if I learn how to use the tool that does this).
- Make it so the player can bring Yoshi into more levels.
- Add in the songs that I had to take out (YI - Big Boss, Jurassic Park - Triceratops Trot, LoZALTTP - Cave, LoZOOA - Under the sea*, and SMG Purple Comet). *I no longer have a copy of this song, and I can't download it, since it's been removed from the music ssetion. If someone has a copy of this song, can I get a copy of it?
- Add in some ties to YSQ (since YSQ is the sequel to MSQ, after all).

Glitches and things to improve:
- Some of the levels have the sound effects altered due to the use of sample banks. There is nothing I can do about this.
- A few levels have animated backgrounds that don't fade properly when the level is beaten. It's not really that big of a deal, since it actually looks kind of cool.
- Two songs sound higher pitched than they are supposed to be (I found a way to fix one of them, but not the other).
- The Green Switch Palace generates yellow blocks on the overworld.
- I should change the number of exits needed to trigger the graphic that indicates that you found all the exits.
- The death ceiling glitch in the sewer area of one of the castles.
- Exiting the error message room in Barrel Mine causes a static sound to play on bsnes.
- The last Yoshi coin in Toilet Race needs to be moved away from the end, as it doesn't fade properly.
- I should tweak the thwomp section of Ninja Course so that the player can't get so many easy lives.
- There are two breaks I know about in the puzzle path of Bowser's castle. One of which is quite big.
- Standing on top of the coin blocks in Lemmy's dungeon after you've hit them causes the creating/eating platform to start moving.
- There are a couple of places where Yoshi's tongue/swallowing frame are glitched.
- The shirt color of beach koopas (when they are trying to get up) changes each animation frame in levels where they wear coats (icy levels).
- In Lava Cavern, it's possible to miss the first message box that explains what the barrels are for.
- In battlefield, it is possible to avoid triggering the Para-Bomb generator, thus making the level easier than it's supposed to be.
- In Yoshi Cavern Escape, sometimes the first message that appears won't be the correct one.
- If Yoshi stomps the ground in Peaceful Grove using a yellow shell, the earthquake effect disappears.
- When fighting the boss of ???'s house, some of the ? blocks don't turn into used blocks when hit. I recently found out that it might be because there are other ? blocks above or below the blocks that do this.

I'm open to suggestions, so feel free to give suggestions for what I should do to improve MSQ for V1.7.
Last edited on 2011-09-19 09:29:10 AM by yoshifanatic.
Hey guys, it's been almost a month since I last talked about something related to MSQ, so I'm going to talk about something else. This month, I'm going to talk about the things I noticed about MSQ that I didn't notice while I was making MSQ.

- It turns out that I made a reference to ProtonJonSA without realizing it (I noticed this when I was reading some of the comments for one of the MSQ LPs, though I don't remember which one). If you are wondering which level does this, it's "Wacky World". Watch some of his videos if you don't get the reference.
- The blocks that Yoshi is found in in MSQ happen to be the same blocks Yoshi can get eggs from in Yoshi's Island. I didn't realize how clever that was until recently.
- You know those item shops? After watching gamercal101's LP of MSQ, I realized that they are more useful than I thought. During a one player game, most of them are pretty pointless, since you can get power-ups at the start of most levels. However, during a two player game, they are much more useful. They allow the current player to get a power-up without sacrificing his/her turn.
- Looking back, I think I should have put some of the bonus rooms in better locations. How many of you intentionally tried to enter a pipe you came out of? Some bonus rooms can only be found by doing that.

Yeah, that's all I got. I thought I had more than just four things to say. :( If I remember any others, I will update the above list.

Well, I do have a few miscellaneous things I had to say about MSQ, at least:
- I'm surprised by the lack of comments regarding V1.7 of MSQ. I would have thought someone would have had something to say, but I suppose not (I'm not upset about it, though). I don't plan on changing MSQ too much for V1.7, but I do plan on improving on some things and making it even better than it already is. Like I said before, I don't plan on making V1.7 until sometime after I finish YSQ.
- It's been about a year since I first came to this site and started on MSQ. I've already mentioned the back-story a few times, so I'm not going to repeat it.
- I'm pretty happy about the number of times MSQ has been LPed (there are currently 12 LPs, 8 of which are for V1.6). It's nice to see others playing MSQ, and enjoying it. :)
TwoToneYoshi absolutely love's this game!
Last edited on 2012-03-17 03:51:29 AM by Sowhart.
I've just played a version of it circa 5 months ago, and I have 2 say this hack was nothing but pure awesomeness!

Keep on working dude!!!
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